Description

Among descendants of creatures from the Plane of Faerie, there are those who seek to distance themselves from their influence and deny their legacy. Then, similarly to Dragon Disciples, there are those who wholeheartedly embrace their heritage, despite the danger. Some are driven by a fascination of all things faerie, others hope to unlock any hidden potential within and still others merely wish to indulge in its whirling chaos. For though Fey wield powerful magic, few mortals can do the same without risking their sanity.

Feyseeker abilities require active attunement to one's fey heritage - therefor if a character undergoes fiendish transformation or rejects their fey nature, all Feyseeker features are lost, though other class abilities remain unaffected.

Requirements

Alignment: Any Chaotic

Feats: Fey Heritage

Skills: Spellcraft 11 ranks, Bluff 7 ranks, Lore: Nature 3 ranks

Class: Warlock, Bard or Sorcerer

Cannot be: Hellfire Warlock, Dragon Disciple, Shadow Adept, Acolyte of the Skin, or Blackguard

Class Features

Hit die: d6
Proficiencies: None
Skill points: 2 + Int modifier
Class skills: Bluff, Concentration, Disguise, Heal, Intimidate, Lore: Arcana, Lore: Nature, Lore: Local, Lore: The Planes, Spellcraft, Survival, Use Magic Device.
Base attack bonus progression: Medium
Saving throws high: Will
low: Fortitude, Reflex


Class Progression

Spellcasting: progresses sorcerer spellcasting or warlock invocation and eldritch blasts.

Level Features Gained
1 Twilight Inspiration
2
3 Feystep
4 Heartfire
5 Fervent Touch
6
7 Witch Sight
8
9 Wild Embrace


Twilight Inspiration

Every day a Feyseeker embrace their heritage they are inspired to become a little more like the creatures they emulate. They gain +1 luck dodge AC but lose the ability to use Fiendish Resilience. In addition they randomly gain any one of the following benefits. +3 lore nature, +3 bluff, +3 disguise, + 2 Listen, + 2 spot

The benefits change every now and then, usually after rest. Upon rolling a 20 on a d20 they gain all skill bonuses. If they roll a 1 they gain none.

Feystep

A Feyseeker can shift into the Plane of Faerie, turning ethereal for 3 rounds and heedlessly advancing to appear some 20 yards ahead. Cooldown 17 rounds. If Wild Embrace is active they roll a d7, and if the result is 6 or higher, the cooldown is instantly reset, but if they roll a 1 they end up off course and dazed.

Heartfire

Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round).

Fervent Touch

Feyseeker learn to commit wholeheartedly to any attack. Whenever Feyseeker Warlocks cast an eldritch blast they add a random number between 1 and their Charisma modifier to its damage. Whenever Feyseeker Sorcerers cast enchantment spells they add 1 to its DC.

Witch Sight

A Feyseeker learns how to see through some of the trickery and illusions of their kind. They can cast Witch Sight with a 47 rounds cooldown. However seeing the world as the Fey do is difficult for mortal eyes and can speed up their descent into madness. (See Wild Embrace).

Wild Embrace

The Feyseeker fully embraces the chaos within and uses it to empower their magic, but risk going insane in the process. While this mode is active they gain +3 CL on all their spells. But every time they cast a spell they must roll a d3, or a d2 if they are also using Witch Sight at the same time. If they roll a 1, they must make a Will saving throw. If they fail the save they become temporarily insane, wandering randomly and defenselessly for 2 rounds and losing their spell. Immunity to mind effects does not protect against this madness. If they make the save the DC increases by 1d3 next time for a Feyseeker Warlock and 2d3 for a Feyseeker Sorcerer. The DC starts at half their HD and resets when they fail the save or stop casting with this mode for 29 rounds.

Issues

Wild Embrace does not work with Hideous Blow after first strike.